X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/938caf41e59da4bbacbb541631ed9bae35aaab02..1218a8d1bb844245aeb5e78fca6832272e905ba4:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index 1eb93b9..d57f1c1 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,359 +1,1277 @@ - .include "asm86.h" - .include "ti86asm.inc" +;---------------------------------------------------------------------------- +;---------------------- NEMESIS --------------------------------------------- +;---------------------------------------------------------------------------- - .org _asm_exec_ram - -TEXT_MEM = _textShadow +;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org - nop - jp init - .dw $0001 ;description type 2 (= +YASicon) - .dw Title ;pointer to description - .dw spr_ship ;pointer to YAS icon +;Description : cool arcade-shoot-em-up-game +;Other games by author : Worm +;This source should only be used for learning practises, do not +;alter it, and certainly do not distribute an altered version!! -Title: .db "Nemesis v0.8.93 by Shiar",0 +;&&& marks uncertainties or things to optimize -just_fired = TEXT_MEM ;byte -temp1 = TEXT_MEM+1 ;word -RanPos = TEXT_MEM+3 ;byte +;---------------------- nemesis.z80 start ----------------------------------- -;---------------------- init -------------------------------------------------- +#include "asm86.h" +#include "ti86asm.inc" ;standard ti86 romcalls +#include "ti86abs.inc" ;used to save hiscores and so -init: - call _runindicoff ;turn the run-indicator off, obviously - call _clrLCD ;clean the screen + .org _asm_exec_ram - ld a,(CONTRAST) ;load current contrast level - cp $1f ;if already at maximum... - jr z,skipdarken ;...then skip level increase - inc a ;otherwise increase contrast level -skipdarken: - out (2),a ;set it +#define cal call ;just to make it harder for you to understand +#define psh push ; ^:D +#define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero + +dispbuffer = $81FA ;= $C9FA ;virtual screen +;VIDEO_MEM = $FC00 ;tha big scareen +TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) + +_clrWindow = $4a86 ;_clrLCD and _clrScrn +_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +_shracc = $4383 ;like _shlacc but just the opposite :P +_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +_asapvar = $d6fc ;our own variable name (likely "nemesis") + +storepos = _asm_exec_ram+7000 ;120 OF 165 +storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES + +;---------------------- in-game vars ---------------------------------------- + +just_fired = storepos ; +0 ;counts how long a blast lasts +menuitem = storepos ; +0 ;used to store menu location +hiscorepos = storepos ; +0 ;entering hiscore name + ; ;--------YOU +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + ; ;--------LEVEL +eventleft = storepos+5 ; +5 ;nr. of enemies still to come +nextevent = eventleft+1 ; +6 ;time to next event +level_enemy = nextevent+1 ; +7 ;enemy type +level_info = level_enemy+1 ; +8 ;info (see below) +level_move = level_info+1 ; +9 ;= + ; ;--------OBJECTS +spacespace = storepos+19 ;+19 +groundinfo = spacespace+1 ;+20 +groundpos = groundinfo+1 ;+21 $10 +ceilingpos = groundpos+16 ;+37 $10 + ; ;--------STARS +stars1 = ceilingpos+16 ;+53 +stars2 = stars1+1 ;+54 +nrstars1 = 7 +starx1 = storepos+55 ;+55 +nrstars2 = 7 +starx2 = starx1+(nrstars1*2) ;+69 + ; ;--------MULTIPLES +mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 +my = mx+1 ;+84 ;multiple y-pos +m2x = my+1 ;+85 +m2y = m2x+1 ;+86 +your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl +your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) + +;^-----------------------------------<1 ;-120=$78 + +enemies = storepos2 ; +0 ;info about each enemy +enemysize = 9 ;infobytes per enemy +nrenemies = 16 ;max. nr of enemies + +ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) +nrybuls = 64 ; +80\ +ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) +nrebuls = 16 +lvlenemies = ebullets+(nrebuls*3) + +;^-----------------------------------<2 ;-141=$8D +;level_info: +; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] +;enemies: +; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq] + +;---------------------- introduction ---------------------------------------- + + nop ;hello yas/ase/rascall/whathever + jp init ;here's the program, but first: a description + .dw $0001 ;description type 2 (description + YASicon) + .dw Title ;pointer to description (all shells) + .dw Icon ;pointer to YAS icon + +Title: .db "Nemesis v0.98 by SHIAR",0 + +Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes + .db %11100000 ; ███ + .db %01111000 ; ████ + .db %00111110 ; █████ + .db %01111001 ; ████ █ + .db %00111110 ; █████ + .db %01111000 ; ████ + .db %11100000 ; ███ ;recommend 80x50 screen mode + .DB 0 ;clear stupid YAS-line + +;---------------------- init ------------------------------------------------ + +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return +int_end: + +init: cal BUSY_OFF ;turns the run-indicator off, obviously + cal _clrScrn ;clean the screen + xor a ;ld a,0 + res 2,(iy+13) ;don't scroll the screen + cal _flushallmenus ;remove TI menus + +FixKeys: ;fixes some key problems like left+down bug + im 1 + ld a,$D4 + ld bc,$0100 + ld h,a + ld l,c ;ld hl,$D400 + ld d,a + ld e,b ;ld de,$D401 + dec a ;ld a,$D3 + ld (hl),a + ldir + ld hl,int_handler ;new interrupt handler + ld d,a + ld e,a ;ld de,$D3D3 + ld bc,int_end-int_handler + ldir + inc a ;ld a,$D4 + ld i,a + im 2 -;---------------------- main menu --------------------------------------------- +;---------------------- main menu ------------------------------------------- LogoPut: - ld hl,logo_nemesis ;from... - ld de,VIDEO_MEM+16 ;...to one line from top - ld a,19 ;19 rows -LogoLoop: - ld bc,16 ;set screen width - ldir ;display one line - dec a ;decrease line-counter - jr nz,LogoLoop ;repeat when counter is not yet zero - -menutext: - ld hl,$1608 ;just below logo + xor a ;white bitmask (a=0) + ld hl,logo_nemesis ;from... + ld de,VIDEO_MEM+16 ;...to one line from top + ld b,e ;ld b,16: one line +AboveLogo: + ld (de),a ;clear/n byte + inc de ;next + dnz AboveLogo ;repeat for the first line + ld bc,16*19 ;logo size + ldir ;display one line of logo + + ld hl,16*$33+VIDEO_MEM ;$33 rows down + ld b,16*7 ;draw black 7 lines + ld a,%11111111 ;horizontal line mask +underline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz underline ;repeat + + ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl - ld hl,txt_about ;display "by Shiar (ICQ#43840958)" - call _vputs - - ld hl,$0705 ;located one row above bottom - ld (_curRow),hl ;go there - ld hl,txt_1player ;display "ONE PLAYER" - call _puts - ld hl,$0706 ;below oneplayer text + ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! + cal _vputs ;VERY important, so display in small font ?:} + + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + cal _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + +dispmenu: + ld de,$0304 + ld (_curRow),de + ld hl,txt_menu1 + cal _puts + ld de,$0305 + ld (_curRow),de + ld hl,txt_menu2 + cal _puts + + xor a + ld (menuitem),a + +menuloop: + ld a,(menuitem) + ld h,$01 + add a,4 + ld l,a + + ld a,5 ld (_curRow),hl - ld hl,txt_2players ;display "TWO PLAYERS" - call _puts + cal _putc + + ld a,(menuitem) + ld h,$01 + sub 5 + neg + ld l,a - call _getkey ;wait for keypress - call New_level ;prepare level + ld a,32 + ld (_curRow),hl + cal _putc + + halt \ halt + + cal GET_KEY ;wait for keypress + cp K_UP + jr z,menuchange + cp K_DOWN + jr z,menuchange + cp K_EXIT + jr z,menuexit + cp K_F1 + cal z,do_invert + cp K_SECOND + jr z,start_tha_freakin_game + cp K_ENTER + jr nz,menuloop +start_tha_freakin_game: + + ld a,(menuitem) + dec a + cal nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 + ld (your_score),hl + jp game_over + +menuchange: + ld a,(menuitem) + xor 1 + ld (menuitem),a + jr menuloop + +do_invert: ;invert screen (b<>w); destr:b + psh hl + ld b,a ;psh a + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld a,b ;pop a + pop hl + ret -;------------------------------------------------------------------------------ -;---------------------- game loop --------------------------------------------- -;------------------------------------------------------------------------------ +;---------------------------------------------------------------------------- +;---------------------- game loop ------------------------------------------- +;---------------------------------------------------------------------------- -game_main_loop: +game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time - inc (hl) + inc (hl) ;increase by 1 + ld a,(hl) + and %11111 + ld hl,1 ;once every 32 frames, increase score by 1 + cal z,scoreInc ;do it Clear_screen: - xor a ;empty bitmask - ld hl,GRAPH_MEM ;screen location (top left) - ld b,$E0 ;loop 0E0h = 224 times = 256-32 for score-bar) -clearloop: - ld (hl),a ;clear four times (total = 224*4 = 896 bytes) - inc hl - ld (hl),a - inc hl - ld (hl),a + ld hl,dispbuffer ;move from (hl) = top left + ld (hl),$00 ;first pixel will be copied all over the screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen + ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) + ldir ;all clear! + + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns + jr z,movestarsdone ;don't move stars once every 4 frames + cal movestars1 ;move the stars on the FRONT layer + cal movestars2 ;move the distant stars +movestarsdone: + ld a,(stars1) ;star positions (the missing byte...) + ld b,nrstars1 ;how many stars? now we know. + ld hl,starx1 ;points to the position of the stars + cal DisplayStars ;display front layer stars + ld a,(stars2) ;weren't you paying attention five lines ago? + ld b,nrstars2 ;that many?! whow! + ld hl,starx2 ;and there they are + cal DisplayStars ;use the same procedure to display back layer + + ld a,(level_info) ;level info + and %00000110 ;isolate ground&ceiling + jr z,game_stuff ;both non-present + and %00000010 ;bit representing the presence of any ceiling + cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision + cal Handle_ground ;scroll the ground and check if we're dead + +game_stuff: + cal Handle_Ship ;move you + ld a,(your_occ) ;are you 100% OK? + or a ;a=0?? + jr nz,_gamestuff1 ;then don't check for movements/fires/... + +check_keys: + ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) + out (1),a ;ask for them + nop \ nop ;delay 8 clocks + in a,(1) ;gettem! + +check_exitkey: + bit 6,a ;test bit 6 = exit-key = EXIT + jp z,game_over ; pressed, so be it +check_morekey: ;another unused label... poor compiler + bit 7,a ;test bit 7 = more-key = PAUSE + cal z,Pause ;yes, go to pause + +check_firekey: + bit 5,a ;test bit 5 = 2nd-key = FIRE + ld hl,check_selkey ;where to continue after executing Fire_bullet + psh hl ;push hl on stack (instead of cal Fire_bullet) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) + pop hl ;no cal to Fire_bullet made, so pop stack + xor a ;no: + ld (just_fired),a ;reset just_fired + +check_selkey: + ld a,%01011111 ;look at first column of keys (ALPHA to STO) + out (1),a ;gimme + nop \ nop ;what's taking you so long + in a,(1) ;at last... our precious keyzzz... + + bit 6,a ;'bout the GRAPH key... + cal z,Teacher ;you didn't _press_ it, did you?!? + + rla ;test bit7 so we know f ALPHA has been pressed + cal nc,select ;yeppy, select the currently selected upgrade + + cal Enemies_hit ;check for collision with enemies + cal inc_weapdamage + +_gamestuff1: + cal Handle_enemies ;move enemies + + cal Handle_bullets ;move your bullets + check for hits + cal Enemy_bullets ;move enemy bullets + + cal Level_event ;insert enemies + cal Display_Screen ;display all + + ld b,1 +___: + halt ;delay + dnz ___ + jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + +inc_weapdamage: + ld a,0 +weapincs =$-1 + inc a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs + + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage +weapdamage =$-1 + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + cal disp_charge + ret + +;--------------------------- ground ----------------------------------------- + +Handle_ground: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ground ;otherwise skip the scroll + ld bc,15 ;scroll all 16 bytes minus one (teh new byte) + ld hl,groundpos+1 ;from.. + ld de,groundpos ;to (one byte to the left) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ground + dec a ;type 1: + jr z,ground_tunnel ;tunnel effect +ground_boring: + ld a,(groundpos) ;type 0 + jr newground+1 + +ground_tunnel: + ld a,(groundpos+14) + ld d,a + ld hl,spacespace + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 + ld b,a + add a,(hl) ;add to spacesize (so +2..-2) + cp 10 + jr c,newground ;>=0 then don't change + ld c,a + ld a,d + add a,b ;new position + or a + jr z,newground ;may not be 0 (=256) + cp -10 + jr nc,newground ;and not be <0 (>246) +diffground: + ld d,a + ld (hl),c +newground: + ld a,d + ld (groundpos+15),a ;save new byte on the right + +Display_ground: + ld b,16 ;screen width + ld de,groundpos-1 ;height of current byte (previous actually) + psh de ;use later + ld hl,dispbuffer+(56*16)-1 ;screen position + psh hl + +groundloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +groundloopup: + ld (hl),a ;display black byte + sbc hl,de ;go up (sbc must be used for 16-bit sub) + dnz groundloopup ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz groundloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + +CheckGround: ;check for collision with the ground + ld a,(x) + srl a + srl a + srl a + inc a + ld l,a + ld h,0 + ld de,groundpos + add hl,de + ld a,(y) + sub 57-7 + neg + cp (hl) + ret nc + ld b,5 + jp damage_you + +;--------------------------- ceiling ---------------------------------------- + +Handle_ceiling: + ld a,(timer) + and %111 ;once every 8 frames + jr nz,Display_ceiling ;otherwise skip the scroll + ld bc,15 ;scroll all 15 bytes (16th is new position) + ld hl,ceilingpos+1 ;from.. + ld de,ceilingpos ;to (one byte to the left) + ldir ;LoaDIncreaseRepeat = scroll! + + ld a,(groundinfo) ;what kind of ceiling + dec a ;type 1: + jr z,ceiling_tunnel ;tunnel effect +ceiling_boring: + +ceiling_tunnel: + ld a,(ceilingpos+14) + ld d,a ;d=new ceiling + ld hl,spacespace + + ld bc,$201 ;range=1..3 + cal Random ;a=1-3 + dec a + jr z,newceiling ;1:same + dec a + jr z,ctunnelup ;2:up +ctunneldown: ;3:down + ld a,(hl) + or a ;(spacespace)=0: + jr z,newceiling+2 ;keep same ceiling + inc (hl) + inc d + jr newceiling +ctunnelup: + ld a,1 + cp d ;if size=1 then don't + jr z,newceiling + dec d + dec (hl) +newceiling: + ld a,d + ld (ceilingpos+15),a ;save the new byte + +Display_ceiling: + ld b,16 ;screen width + ld de,ceilingpos-1 ;height of current byte + psh de ;use later + ld hl,dispbuffer-17 ;screen position + psh hl + +ceilingloopright: + ld c,b ;push b for groundloopup + pop hl \ inc hl ;get screen position and go one right + pop de \ inc de ;get height info and set to the next byte + psh de \ psh hl ;save these for the next time + ld a,(de) ;height of current byte + ld b,a ;save in b + + ld de,16 ;to substract to go one line up + ld a,%11111111 ;bitmask black + or a +ceilingloopdown: + ld (hl),a ;display black byte + add hl,de ;go down + dnz ceilingloopdown ;and loop >groundpos< times + + ld b,c ;pop b used by groundloopup + dnz ceilingloopright ;loop right for entire screen (16x) + pop hl \ pop hl ;restore stack + +CheckCeiling: ;check for collision with the ground + ld a,(x) ;your x + srl a ;x/2 + srl a ;x/4 + srl a ;x/8 (current ceiling-byte) + inc a ;correction + + ld l,a ;hl = a + ld h,0 ;" + ld de,ceilingpos ;first ceiling-byte + add hl,de ;current ceiling-byte + ld a,(y) ;your y-pos + inc a + cp (hl) ;compare with ceiling + ret nc ;carry if ceiling is above you + ld b,5 + jp damage_you ;otherwise you don't wanna be in that ship + +;--------------------------- move stars ------------------------------------- + +DisplayStars: ;inputs: hl=starx# a=stars# b=nrstars# + ld e,(hl) inc hl - ld (hl),a + ld d,(hl) + ld (de),a inc hl - djnz clearloop ;repeat 224x + dnz DisplayStars + ret ;let's comment this: returns + +movestars2: + ld ix,starx2 + ld a,(stars2) + rlca + ld (stars2),a + ret nc + ld b,nrstars2 + jr movestars_loop + +movestars1: + ld ix,starx1 + ld a,(timer) + rra + ld a,(stars1) + ret c + rlca + ld (stars1),a + ret nc + ld b,nrstars1 + +movestars_loop: + ld h,(ix+1) + ld l,(ix) + dec hl -check_exitkey: - ld a,%00111111 ; pressed? - out (1),a - nop \ nop - in a,(1) - bit 6,a ;test bit 6 = - jr z,quit ;yes: quit game + ld a,l + and %00001111 + cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 + jr nz,newstarok + cal RandomY -game_stuff: - call Level_event ;insert enemies - call Handle_Ship ;move you - call Fire_bullet ;check for fire - call Handle_enemies ;move enemies - call Handle_bullets ;move your bullets - call Enemy_bullets ;move enemy bullets - call Enemies_hit ;check for collision with enemies +newstarok: + ld (ix),l + ld (ix+1),h + inc ix \ inc ix + dnz movestars_loop + ret ;for stupid people, here's another comment... + +;--------------------------- pause ------------------------------------------ + +Pause: + psh af + ld hl,$0200 ;top left + ld (_curRow),hl + ld hl,txt_pressenter ;"Enter to continue" + cal _puts ;display message +pause: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;keypressed = enter? + jr nz,pause ;no, wait some more + pop af + ret ;continue + +;--------------------------- teacher ---------------------------------------- + +Teacher: + ld (iy+12),5 ;enable flashing cursor + cal _clrWindow ;top left + ld hl,txt_teacher + cal _puts ;display message + cal releasekeys + +teacherloop: + cal _getkey ;enter low-power mode and wait for key + cp kEnter ;enter pressed? + jr z,teacherans + cp kGrMenu ;keypressed = graph? + jr nz,teacherloop ;no, wait some more + + ld (iy+12),0 ;disable cursor + cal releasekeys + jp disp_icons ;+ret + +teacherans: + ld a,' ' + cal _putc + + ld hl,$0701 + ld (_curRow),hl + ld hl,txt_teacherans + cal _puts + jr teacherloop - call Display_Screen ;display all -; halt \ halt ;delay - jr game_main_loop ;loop -;--------------------------- exit --------------------------------------------- +;--------------------------- exit ------------------------------------------- -quit: - ld a,(CONTRAST) ;load original contrast level - out (2),a ;and set it back - ret ;quit Nemesis :( +quit: im 1 ;release keyfix procedure + set 2,(iy+13) ;set back screen scrolling + xor a + ld (_asapvar+1),a ;next Asm( run will reload the program + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 + ld (hl),a + ld bc,1024-1 ;do it 1024 times = entire screen + ldir + jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the + ;_clrScrn) AND also executes _homeup and ret -;--------------------------- display ------------------------------------------ +;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM ;to screen (top left) - ld a,56 ;display height = 64 bytes (minus 8 for bar) + ld hl,dispbuffer ;from buffer (top left) + ld de,VIDEO_MEM ;to real screen (top left) + ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: - ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) - ldir ;16x de >> hl - dec a ;next line - jr nz,displayloop ;loop 64x - - ld hl,$3946 ;Display Armor left - ld (_penCol),hl ;place @ armorIcon - ld a,(your_armor) ;load armor left - add a,'0' ;make digit - call _vputmap ;display char + ld b,16 ;display width = 16 bytes (16*8bits=256pixels) +displaytloop: + ld a,(hl) ;copy byte from (hl) +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) + ld (de),a ;to (de) + inc hl \ inc de ;next byte + dnz displaytloop ;16x hl >> de + dec c ;next line + jr nz,displayloop ;loop 56x + + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen - ld hl,(timer) - ld h,0 + ld hl,(your_score) -_D_HL_DECI: ;------- display 5-digit value ------- - ld de,savestr+4 ;savenr saves number string - ld b,5 ;five digits -ldhld: call UNPACK_HL ;one digit of hl - add a,'0' ;make number - ld (de),a ;save into savenr - dec de ;point to next digit - djnz ldhld ;repeat for all digits - - ld hl,savestr - call _vputs ;display string - ret +_D_HL_DECI: ;------- display 5-digit value ------- + ld de,savestr+4 ;savenr saves number string + ld b,5 ;five digits +ldhld: cal UNPACK_HL ;one digit of hl + add a,'0' ;make number + ld (de),a ;save into savenr + dec de ;point to next digit + dnz ldhld ;repeat for all digits + + ld hl,savestr ;we (the program) saved the value righthere + jp _vputs ;the only thing left to do is to display it -savestr: - .db "SHIAR",0 +savestr: ;@here the score will be stored + .db "00000",0 ;don't worry, it's just temporary -;------------------------- handle ship ---------------------------------------- +;------------------------- handle ship -------------------------------------- Handle_Ship: - ld a,(your_occ) - or a - jr z,ok ;0 = normal stat + ld a,(your_occ) ;are + or a ;you + jr z,ok ;ok? - inc a ;next (explosion)frame + inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? - jr c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? - jp z,game_over ;yes = game over + cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th) + jp c,exploding_you ;not yet: display explosion + cp 64+16 ;delay finished? + jp z,You_die ;yes = game over ret ;don't display anything -ok: - ld a,%01111110 - out (1),a - ld hl,y - in a,(1) +;----move---- +ok: ;we are + ld a,%01111110 ;get arrow keys + out (1),a ;it's cold outside + ld hl,y ;instead of nop\nop do something usefull + in a,(1) ;come back in + + ld b,a ;psh a (keys) + xor %11111111 ;inverted a = 0 if arrow-key has been pressed + ld a,(your_multiples) + jr z,no_adv ;if so, leave the multiples where they are + or %100 ;set move bit + jr adv_ok +no_adv: and %11111011 ;reset move bit + +adv_ok: ld (your_multiples),a + + ld a,(timer) ;framecounter + and %1 ;switches 0<>1 each frame + inc a ;a = 1 or 2 (1.5 avg) + ld c,a ;c = your_speed + + ld a,b ;pop a (keys) rra ;rotate right (put last bit in c) - ld b,a ;we need a + ld b,a ;we need a later jr c,no_down ld a,(hl) - cp 49 ;55-6 = bottom of screen - jr z,no_down - inc a + add a,c + cp 50 ;56-6 = bottom of screen + jr nc,no_down ld (hl),a no_down: dec hl rr b ;because we now use b, it's rr instead of rra jr c,no_left ld a,(hl) - sub 1 ; doesn't affect c-flag + sub c ; doesn't affect c-flag jr c,no_left ;-1 = left side ld (hl),a no_left: - rr b + rr b jr c,no_right ld a,(hl) - cp 121 ;127-6 = right side - jr z,no_right - inc a + add a,c + cp 122 ;128-6 = right side + jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up ld a,(hl) - sub 1 ; doesn't affect carry-flag + sub c ; doesn't affect carry-flag jr c,no_up ;-1 = top of screen ld (hl),a ;save new y -no_up: ld e,(hl) - ld ix,spr_ship01 ;ship sprite +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? - jp z,putsprite ;yes so ship = normal (display \ ret) + jr z,disp_ship ;yes so ship = normal (display \ continue) - ld b,a ;save inv-time ld a,(timer) ;load frame nr. - and %00000011 ;a=0 once every four frames + and %00000111 ;a=0 once every four frames jr nz,not_time ;a<>0 = not time to update counter dec (hl) ;decrease inv-time left not_time: - and %00000010 ;a switches 0<->1 every 2 frames - jr z,no_flicker ;don't show normal sprite anyway - ld a,b ;pop inv-time - and %11110000 ;inv-time <16 ticks left? - jp z,putsprite ;yes: display normal sprite + and %00000100 ;a switches 0<->1 every 2 frames + jr z,disp_ship ;show normal ship +inv_flicker: + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de + +;----multiples---- + +handle_multiples: + ld a,(your_multiples) ;do you have multiples + ld b,a ;save a for 2nd check + and %11 ;no? (last two bits = nr of multiples) + ret z ;then don't handle them either + + ld a,b ;restore a (your_multiples) + and %100 ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + ld hl,your_locpos ;location to save this position + ld a,(hl) ;load a + inc a ;a=a+1 (next position) + and %00001111 ;if a>15 then a=a-16 + ld (hl),a ;save new a + add a,a ;a=a*2 + ld c,a ;bc=2a + ld b,0 -no_flicker: - ld ix,spr_ship01i ;display inv-ship (ld ix is faster than add ix) - jp putsprite ;ret + ld hl,your_prevpos ;previous positions + add hl,bc ;16 turns ago + ld b,(hl) ;old x-pos + inc hl ;and + ld c,(hl) ;old y-pos + ld (mx),bc ;save multiple position in (mx) + ld (hl),d ;save current pos. for 16 turns into the future + dec hl ;yes... + ld (hl),e ;...both + +mult_adv: + ld de,(mx) + ld a,d + ld d,e + ld e,a ;ex d,e + ld ix,spr_multiple ;sprite of the multiple + jp putsprite ;display it + + +;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;half that framerate + srl a ;and half again that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl - ld d,(hl) + ld d,(hl) ;load xpos inc hl - ld e,(hl) - jp putsprite + ld e,(hl) ;and y + jp putsprite ;and display it too + +;----hit---- -damage_you: - ld a,(your_inv) ;invulnerability left? +damage_you: ;damages you B points + ld a,(your_inv) ;shield left? or a - ret nz ;return if inv>0 + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;no already inverted? + cal z,do_invert ;then invert screen + ld a,2 + ld (hl),a ;change back 2 frames from now + ld hl,your_armor ;armor left - ld a,(hl) ;check - dec a ;is it 0? - jp m,no_armor ;yes, 0hp left so explode + ld a,(hl) ;load hp in A + sub b ;decrease hp by B + jp m,no_armor ;<0hp left so explode ld (hl),a ;no, so save decreased hp - ret ;and return + jp disp_armor ;and display new value no_armor: ld a,%01 ;occ %xxxxxx01 = explode - ld (your_occ),a ;set to explode + ld (your_occ),a ;too bad, you're dead meat + ret + +;------------------------- place multiples ---------------------------------- + +Place_multiples: + ld (mx),de ;set last multiple-position + ld hl,your_prevpos ;place all previous positions + ld b,16 ;all 16 of them +place_multiples: + ld (hl),d ;set prev-x to d + inc hl ;next + ld (hl),e ;set prev-y to e + inc hl ;next + dnz place_multiples ;repeat + ret + +;------------------------- select upgrade ----------------------------------- + +inc_armor: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,doincarmor ;ok then just add 6 + ld a,24-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor ret -;------------------------- fire bullet ---------------------------------------- +select: + ld hl,your_pickup ;select pickups + ld a,(hl) ;load pickups taken so far + dec a ;is it 1? + ret m ;return if it's 0 (no pickups) + jr nz,select2 ;no, carry on +select1: + ld (hl),a ;reset pickups + cal inc_armor + jp disp_icons ;display and return +select2: + dec a ;is it 2? + jr nz,select3 ;no, carry on + ld (hl),a ;reset pickups + inc a ;a=1 + ld (your_tail),a ;ready tail beam + jp disp_icons ;display 'n return +select3: + dec a ;is it 3? + jr nz,select4 ;no, carry on + ld (hl),a ;reset pickups + ld hl,your_weapon + ld a,(hl) + inc a + cp maxweapon + jp nc,disp_icons ;weapon maxed out + ld (hl),a ;set new weapon + cal loadweapon ;load it (damage and stuff) + jp disp_icons ;display n return +select4: + dec a ;is it 4? + jr nz,select5 ;no, carry on again + ld (hl),a ;reset pickups + ld hl,your_weapon + ld a,(hl) + cp maxweapon ;upgrade from bullet + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jp nc,disp_icons ;laser maxed out + ld (hl),a + cal loadweapon + jp disp_icons ;display + return +select5: + dec a ;is it 5? + jr nz,select6 ;no, carry on once more + ld (hl),a ;reset pickups + inc a + ld (your_multiples),a + ld de,(x) + cal Place_multiples + jp disp_icons ;display, return +select6: + ld (hl),0 ;reset pickups + jp disp_icons ;display/return + +;------------------------- fire bullet -------------------------------------- Fire_bullet: - ld a,(your_occ) ;are you 100% OK? - or a ;a=0?? - ret nz ;return if not normal stat + ld hl,just_fired + ld a,(hl) ;just_fired + cp 5 ;already pressed? + ret z ;return when already pressed (=5) + + inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) + ld a,(your_weapon) ;if you have bullets..... + cp maxweapon + jr nc,fireOK ;>weapons = laser + ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) + +fireOK: + ld hl,(x) ;yes: first fire from ship position (x) + ld a,(your_multiples) ;any multiples? + and %11 ;nope? + jr z,fireany ;then just fire somethin' + cal fireany ;and blast + ld hl,(mx) ;then, fire from multiple position (mx) + dec h ;one up (-2 height: keeps weapons centered) + ;blast again and +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld a,(your_weapon) + ld ix,weapondata+2-(256*3) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,3 ;go to current weapon (bc=a), b=3 :P + add ix,bc - ld a,%00111111 ;function keys (F1-F5) - out (1),a ;ask for them - ld hl,just_fired ;usefull delay 10 clocks (nop\nop is 8) - in a,(1) ;get zem! - bit 4,a ;test bit 4 = F1-key - jr z,fire ;fire pressed? - ld (hl),0 ;no: reset just_fired +fire_weapon: ;b=3 + psh bc ;save counter + ld a,(ix) ;load this weapon + cp %11100000 ;%11110000=laser + cal z,fire_laser ;fire laser (will set a=0 when done) + or a ;<>0=bullet + cal nz,fire_ybullet + inc ix + inc ix + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon + +fire_tail: + ld hl,your_tail + ld a,(hl) + dec a + ret nz + ld a,(ix-2) ;last weapon fired + cp %11100000 ;issit laser + ret z ;then return + xor %11111 ;smart way of going left instead of right :P + jr fire_ybullet ;fire tail bullet and return + +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl + + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) + ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) + add a,a ;y*2 + add a,a ;y*4 + add a,a ;y*8 + rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) + add a,a ;y*16 (width of screen) + rl b ;b=b*2+overflow (if y>64 then bc=bc+512) + inc a ;8 pixels to right (a=even so no overflow) + + srl d ;X/2 + srl d ;X/4 + srl d ;X/8 + add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + + jr nc,_nolc ;jump if no carry = no overflow = a<=255 + inc b ;a>255 so increase bc by 256 +_nolc: ld c,a ;c = (Y*16+X/8) mod 256 + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address + ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) + sub d ;minus x-start (d=X/8) + ld b,a +drawlaser: + ld (hl),%11111111 + inc hl ;Go to next byte + dnz drawlaser +handle_laser: + pop de ;de=(firex): x-pos unmodified + +check_laserhits: ;de = (x,y) + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies + psh hl + ld a,(hl) ;occ+hp00 + and %00000010 ;normal/moving occ.=%1x + jr z,nolashit ;no hit when enemy_occ <> 2/3 + inc hl ;enemy type + ld a,(hl) + or a ;enemy #0 = pickup + jr z,nolashit ;yes: don't destroy + + cal find_sprite ;ix=sprite to enemy (hl) + inc hl + ld a,(hl) ;check x + sub d + jp m,nolashit ;no hit when enemy is left of you + inc hl + ld a,(hl) ;check y + sub e + jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit + jr nc,nolashit ;a-e>0 = enemy above laser = no hit + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y +nolashit: + pop hl ;enemy+1 + ld a,b ;psh bc + ld bc,enemysize + add hl,bc ;go to next enemy + ld b,a ;pop bc + dnz laserhits ;check all enemies + xor a ;a=0 otherwise weird things might happen :P + ld (weapincs),a ;reset damage + pop ix ret -fire: ld a,(hl) ;just_fired - or a ;zero when first time - ret nz ;return when already pressed - ld (hl),1 ;set just_fired +;-----fire BULLETs----- - ld hl,ybullets - ld de,3 - ld b,10 +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld c,a ;save bulletType in c + ld hl,ybullets ;check for unused bullet + ld de,4 + ld b,nrybuls find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de - djnz find_ybullet ;look next bullet - ret + dnz find_ybullet ;look next bullet + ret ;none found, return don't fire found_ybullet: - ld (hl),1 ;use bullet - inc hl - ld a,(x) - add a,5 + ld (hl),c ;use the bullet and set correct bullet-type + inc hl ;@damage + ld (hl),1 ;set bullet damage +curweapdamage =$-1 + ld a,(firex) ;your x-pos + add a,5 ;place bullet in front of you + inc hl ;go to bullet-x ld (hl),a ;set x - ld a,(y) - add a,2 - inc hl + + ld a,(firey) ;your y-pos + add a,(ix+1) ;place bullet at the middle of your ship + inc hl ;go to bullet-y ld (hl),a ;set y + + xor a + ld (weapincs),a ;reset damage ret -;------------------------ handle bullets -------------------------------------- +;------------------------ handle bullets ------------------------------------ + +bullet_left: + ld c,a ;c=type + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 128 + jr nc,remove_bullet ;or x>=128 + ld (hl),a ;save new pos. + ld d,a ;d = X + + inc hl ;@y-pos + ld a,c + cal _shracc ;%11110000->1111 + srl a ;%1110->111 + dec a + jr z,bullet_noymove ;1=straight forward + dec a + jr z,bullet_up ;2=up + dec a + jr z,bullet_halfup ;3=1/2up + dec a + jr z,bullet_down ;4=down + +bullet_halfdown: ;5=1/2down + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_down: + ld a,(hl) + inc a + cp 55 + jr z,bullet_noymove + ld (hl),a +bullet_halfup: + ld a,(timer) + and 1 + jr z,bullet_noymove +bullet_up: + ld a,(hl) + dec a + jr z,bullet_noymove + ld (hl),a +bullet_noymove: + ld e,(hl) ;e = Y + ret remove_bullet: - dec hl + pop hl ;cal bullet_left + pop hl ;enemy+type ld (hl),0 ;dump this bullet! - ret + jr next_ybullet+1 ;+1:skip pop hl at next_ybullet Handle_bullets: ld hl,ybullets - ld b,10 + ld b,nrybuls scan_bullets: - push bc - push hl - ld (temp1),hl - ld a,(hl) + psh bc ;bullet counter + psh hl ;save enemy+type + ld (temp1),hl ;needed for check_bullethits + ld a,(hl) ;@bulletType + inc hl ;@damage + inc hl ;@x + + or a + jp z,next_ybullet ;bulletType=0 >> no bullet + cal bullet_left ;move bullet left + +display_bullet: + psh de ;save de =position + dec hl ;@x + dec hl ;@damage + ld a,(hl) ;bullet damage=size + ld hl,bullettable ;pointer to first bullet + srl a + srl a ;per 4 + ld d,0 + ld e,a ;->16bit (de=a) + add hl,de ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld e,a ;convert to 16bit (d=0) + ld ix,spr_bullet01 ;first sprite + add ix,de ;add offset (go to correct sprite) + pop de ;saved position + + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too + + cal safeputsprite ;display bullet; DE used for check_bullethits + + cal check_bullethits + +next_ybullet: + pop hl ;restore enemy+type inc hl - dec a ;type 1? - call z,bullet_2left ;yes: 2left - pop hl - pop bc - ld de,3 - add hl,de ;3 x - djnz scan_bullets ;next bullet (loop) + inc hl + inc hl + inc hl ;skip type,dam,x,y: next enemy+type + pop bc ;b=counter + dnz scan_bullets ;next bullet (loop) ret -bullet_2left: - ld a,(hl) ;d = X - inc a ;move right - cp 122 ;off screen? (x=127-5) &&& - jr z,remove_bullet - inc a ;move right - cp 122 ;off screen? - jr z,remove_bullet - ld (hl),a ;save new pos. - ld d,a - inc hl ;to y-pos - ld e,(hl) ;e = Y - ld ix,spr_bullet01 - push de - call putsprite ;display bullet - pop de +;--------------------------- check bullethits ------------------------------- + +check_bullethits: ;INPUT: de=X,Y; (temp1)=bullet ld b,nrenemies - ld hl,enemies + ld hl,enemies+1 hit_enemies: ;Hits with normal enemies - push hl + psh bc ;enemy counter + psh hl ld a,(hl) and %00000010 @@ -364,66 +1282,81 @@ hit_enemies: ;Hits with normal enemies or a ;enemy #0 = pickup jr z,nohit ;yes: don't destroy - inc hl + cal find_sprite ;set ix to the sprite of this enemy + + inc hl ;@x ld a,(hl) ;check x - sub d - add a,5 - jp m,nohit - cp 8 - jr nc,nohit + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss - inc hl + inc hl ;@y ld a,(hl) ;check y - sub e - add a,5 - jp m,nohit - cp 10 - jr nc,nohit - - xor a - push hl - ld hl,(temp1) - ld (hl),a ;remove bullet + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- + psh hl + ld hl,0 ;@bulletType +temp1 =$-2 + ld (hl),0 ;remove bullet + inc hl ;@damage + ld a,(hl) ;set damage + pop hl ;enemy+y + cal enemy_hit +nohit: pop hl + ld bc,enemysize + add hl,bc + pop bc + dnz hit_enemies ;check next enemy + ret - dec hl - dec hl - dec hl - ld a,(hl) ;occ - ld b,a ;push occ - and %11111100 ;occ/4 = HP left ; jump - ld (hl),%01 ;set to explode +enemy_hit: ;*in:a=damage;hl=enemy+y + add a,a ;a=damage to inflict + add a,a ;first 2 bits used for occ. + ld b,a - ld a,(RanPos) ;use random var - and %01011011 ;matches 0 100/2/2/2/2/2=3% of the time + dec hl ;@x + dec hl ;@type + dec hl ;@hp00 (occ) + ld a,(hl) ;load hp00 + sub b ;decrease HP (if <0xx then c is set) + ld (hl),a ;save (no flag-changes) + dec hl ;@hp64; no change in c + ld a,(hl) ;load; no c-change + sbc a,0 ;if cf then decrease a + ld (hl),a ;save back the new value + ret nc ;if a>=0 then return, otherwise explode + + inc hl ;goto occ again + ld (hl),%01 ;set to explode + ld a,(pickuptimer) ;counts enemies destroyed + dec a ;enough destroyed for a pickup? jr nz,pickupdone ;otherwise just explode - ld (hl),%00000110 ;change it into a pickup (with 2 HP) + ld (hl),%110 ;change it into a pickup (with 2 HP) + ld a,18 ;reset enemies counter (18 hits = next) pickupdone: + ld (pickuptimer),a ;save new enemiescounter value inc hl - ld b,(hl) ;save enemy type ld (hl),$00 ;explosionFrame 0 - pop hl - ret - -hpleft: - ld a,b ;pop occ - sub %00000100 ;decrease HP by one - ld (hl),a ;save - pop hl - ret - -nohit: - pop hl - inc hl - inc hl - inc hl - inc hl - djnz hit_enemies ;check next enemy - ret + ld hl,1 ;increase score by one + jp scoreInc ;+ret -;--------------------------- level events ------------------------------------- +;--------------------------- level events ----------------------------------- Level_event: ld hl,nextevent ;time to next event 3 = place an enemy inc hl ;nextevent located behind eventleft - ld (hl),119 ;set delay + ld (hl),123 ;set delay ret ;don't place any more enemies -do_event: - ld de,enemies-4 -chk_noenemy: - inc de - inc de - inc de - inc de - ld a,(de) +standby_event: + ld b,nrenemies + ld hl,enemies+1-enemysize + ld de,enemysize +chk_enemyleft: + add hl,de + ld a,(hl) or a ;0 = no enemy present - jr nz,chk_noenemy - -place_enemy: - ld a,(eventenemy) ;enemy type to place (lvl) - ld hl,enemy00 ;enemy 1 specs - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;c=type - ld b,0 ;bc = enemy nr. - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;occ + jr nz,enemyleft + dnz chk_enemyleft + ret +enemyleft: + ld hl,eventleft + inc (hl) + ret - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load movement+type of this enemy class - ld (de),a ;enemy type - inc de ;set x-pos - ld a,122 ;appear at right edge of screen (128-6) - ld (de),a ;= x-position +place_boss: + ld a,1 + ld (nrlvlenemies),a ;just one enemy: the BOSS + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load it + ld (lvlenemies),a ;set new enemy (boss) - inc de ;set y-pos - inc hl ;where to place?? +do_event: + ld hl,enemies+1-enemysize + ld bc,enemysize + xor a ;a=0 +chk_noenemy: + add hl,bc + cp (hl) ;(hl) = 0 ?? + jr nz,chk_noenemy ;jump if enemy present (non-0) + ex de,hl ;de=hl=usable enemy + +place_enemy: ;de = enemy+1 + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ldi ;set sprite + ldi ;set x-position + + ld c,a ;c=sprite ld a,(hl) ;load placeInfo + inc hl dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? @@ -492,102 +1453,142 @@ halflure_enemy: ;yes (of course it is): pick one (50% lure) lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK - random_enemy: - call Random ;make a (in a) random value 0-255 - cp 51 ;y may not be more than 51 - jr c,ypos_OK ;OK if a<51 - and %00111111 ;a = 0..63 - sub 13 ;a = -13..50 - jr c,random_enemy ;not OK if a<0 - + ld b,0 ;bc = enemy sprite offset / 2 + ld ix,spr_enemy00 ;first enemy sprite + add ix,bc ;add offset for current enemy + add ix,bc ;twice (offset stored as offset/2) + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position - - ld hl,add2enemy-3 ;offset to xtra enemy info - add hl,de ;hl points to - ld (hl),1 ;set move-counter to 1 - inc hl ;hl to - ld (hl),1 ;set time-to-fire to 1 frame (fires directly) + inc de ;@movecounter + ldi ;set move-type + ld a,1 ;movecounter = 1 + ld (de),a ;set + inc de ;@firecounter + ldi ;set time-to-1st-fire + ldi ;set firefreq ret ;return -Random: - ld a,(RanPos) ;a handy random-var. - ld hl,x ;add your x-coord for randomness - adc a,(hl) - ld hl,y ;add your y-coord for randomness - adc a,(hl) - ld (RanPos),a ;save altered random-var - ret ;RanPos also in #a - -;--------------------------- enemy fires -------------------------------------- +;--------------------------- enemy fires ------------------------------------ Enemy_fires: ;de = x,y dec d dec d ;d = x-2 inc e ;e = y+1 - ld b,10 + ld b,nrebuls ld hl,ebullets find_ebullet: ld a,(hl) or a jr z,found_ebullet ;0 = not used inc hl \ inc hl \ inc hl - djnz find_ebullet ;look next bullet + dnz find_ebullet ;look next bullet ret found_ebullet: - ld (hl),1 ;use bullet &&& + ld b,%1100 + ld a,(level_info) + and %00001000 + jr z,bulletok + + ld a,(y) + sub e + add a,10 + jp p,bulletnotup + ld b,%1011 ;yourY-bulY = negative (=bullet below you) + add a,10 + jp p,bulletnotup + ld b,%1001 ;yourY-bulY = even more negative (going up) + +bulletnotup: + sub 20 + jp m,bulletok + ld b,%1010 ;bullet going down + sub 10 + jp m,bulletok ;even more going down + ld b,%1000 + +bulletok: + ld a,(level_info) + and %11110000 + or b + ld (hl),a ;set bullet direction inc hl ld (hl),d ;set x-pos inc hl ld (hl),e ;set y-pos - ret + ret -;----------------------------- enemy bullets ---------------------------------- +;----------------------------- enemy bullets -------------------------------- Enemy_bullets: ld hl,ebullets - ld b,10 + ld b,nrebuls handle_bullet: - push bc - push hl + psh bc + psh hl ld a,(hl) ;load bulletType in a - or a ;is it 0? - jr nz,enemy_bullet ;no: handle bullet + and %1111 ;select direction-bits + jr nz,enemy_bullet ;non-0: handle bullet next_bullet: pop hl ;do not move the pop bc inc hl \ inc hl \ inc hl - djnz handle_bullet + dnz handle_bullet ret enemy_bullet: - ld b,a ;save type + ld b,a ;save type&%1111 inc hl ;bullet x ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet + bit 7,a ;x<0? + jr nz,remove_ebullet ;yes, remove bullet dec (hl) ;move one left dec (hl) ;and another one ld d,(hl) ;d=x inc hl ;@y ld a,b ;restore type - dec a ;type 1? - jr z,ebullet_common ;normal bullet + cp %1100 ;is it a normal bullet? (cp = faster than bit) + jr z,ebullet_common ;type %1100: normal bullet + and %111 ;isolate important bits + jr z,ebullet_down ;type %1000: moving down + dec a + jr z,ebullet_up ;type %1001: moving up + ld b,a -ebullet_down: ld a,(timer) rra jr c,ebullet_common - inc (hl) + + ld a,b + dec a + jr z,ebullet_down ;type %1010: moving down 50% + ;type %1011: moving up 50% +ebullet_up: + ld a,(hl) + dec a + jp m,ebullet_common + ld (hl),a + jr ebullet_common + +ebullet_down: + ld a,(hl) + inc a + cp 55 + jr z,ebullet_common + ld (hl),a ebullet_common: ld e,(hl) ;e=y - ld ix,spr_bullet11 ;display enemy bullet - call putsprite + ld ix,spr_bullete1 ;display enemy bullet + cal putsprite ebullet_hits: ld a,(your_occ) @@ -595,7 +1596,7 @@ ebullet_hits: jr nz,next_bullet ;0 = you're normal pop hl - push hl + psh hl inc hl ;check x ld a,(x) sub (hl) @@ -612,113 +1613,229 @@ ebullet_hits: cp 9 jr nc,next_bullet - call damage_you ;HIT!! + pop hl ;points to bullettype again + psh hl ;and save it again (ivm call to damage_you) + ld a,(hl) ;load bullettype + cal _shracc ;isolate damage-bits (%1111???? -> %00001111) + ld b,a ;set damage-amount + cal damage_you ;HIT!! remove_ebullet: pop hl ;hl could be destroyed by damage_you ld (hl),0 ;bullet > unused jr next_bullet+1 ;next bullet (SKIP THE = one byte) -;--------------------------- handle enemies ----------------------------------- +;--------------------------- handle enemies --------------------------------- Handle_enemies: - ld hl,enemies + ld hl,enemies+1 ld b,nrenemies ;handle all enemies handle_enemy: - push bc - push hl + psh bc + psh hl ld a,(hl) and %00000011 jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,a ;b=2 if moving, otherwise b=1 -normal_enemy: ;occ "normal" 2 or "moving" 3 +normal_enemy: inc hl - push hl - - ld e,(hl) ;e = enemy type - ld d,0 ;de = e - ld hl,sprites ;hl = @sprites offset-table - add hl,de ;points to offset of current enemy offset - ld e,(hl) ;de = @enemy offset - - ld ix,spr_enemy00 ;first enemy sprite - add ix,de ;add offset for current enemy - pop hl + ld c,(hl) ;c = enemy type = de + cal find_sprite inc hl - ld a,(hl) ;x - dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - + ld d,(hl) ;x inc hl ld e,(hl) ;y - ld a,b ;moving state was stored in b earlier - dec a ;is it 1? - call nz,moving_enemy ;2 = moving enemy -ymove_done: + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y dec hl ;@x - ld (hl),d ;store new x - push hl - push de ;save registers for firing-use - call putsprite ;display sprite @ix - pop de ;restore (destroyed by putsprite) - pop hl + ld a,d ;new x value + cp 128 ;x<128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: + ld (hl),d ;store new x + ld a,c ;a = enemy type + or a ;type 0? (pickup) + jr nz,check_enemyfire ;no, a normal enemy; let em fire + ld a,(timer) ;load time + and %1 ;move left once every 2 turns + jr z,firing_done ;don't move now + inc d ;increase x-position (don't move this turn) + inc (hl) ;and save it + jr firing_done ;continue check_enemyfire: - ld bc,add2enemy+1-2 ;offset of - add hl,bc ;go there (@hl) + inc hl ;@y + inc hl ;@movetype + inc hl ;@movecount + inc hl ;@firecount dec (hl) ;decrease counter till next blast - ld a,(hl) ;load new counter + ld a,(hl) ;&&&doesn't seem efficient to me or a ;has it reached zero? - jr nz,next_enemy ;finished if not + jr nz,firing_done ;finished if not - add a,64 ;re-set counter for next blast - ld (hl),a ;save - call Enemy_fires ;fires bullet + inc hl ;@firefreq + ld a,(hl) + dec hl + ld (hl),a ;reset counter for next blast + psh de ;save registers for firing-use + cal Enemy_fires ;fires bullet + pop de ;restore (destroyed by Enemy_fires) +firing_done: + cal putwidesprite ;display sprite @ix next_enemy: pop hl - ld bc,$0004 + ld bc,enemysize add hl,bc pop bc - djnz handle_enemy + dnz handle_enemy ret remove_enemy: pop hl ld (hl),$0000 ;bye bye enemy - push hl - jr next_enemy + jr next_enemy+1 ;continue AFTER pop hl (already done) exploding_enemy: - inc hl - push hl - ld a,(hl) - call explosion_stuff ;display explosion - pop hl - + inc hl ld a,(hl) - cp 15 + cp 16 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + cal explosion_stuff ;display explosion jr next_enemy -;--------------------------- moving enemies ----------------------------------- +;--------------------------- moving enemies --------------------------------- moving_enemy: -movetype_updown: ;&&& - ld bc,add2enemy - add hl,bc + ld a,(hl) ;how does this enemy move? + bit 7,a ;direction indicator + jr nz,moveright +moveleft: + dec d + jr moveXdone +moveright: + inc d +moveXdone: + res 7,a ;01111111=movetype: + and a + ret z ;0 = don't move + dec a + jr z,movetype_updown ;1 = 0 >< up / down + dec a + jr z,movetype_vslow ;2 = .75 >> + dec a + jr z,movetype_slow ;3 = .5 >> + dec a + jr z,movetype_fast ;4 = .5 << + dec a + jr z,movetype_vfast ;5 = 1 << + dec a + jr z,movetype_smart ;6 + dec a + jr z,movetype_lure ;7 = 1 >> move y towards you + dec a + jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed + dec a +; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99 +; dec a +; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed + +movetype_fulllure: + ld a,(timer) + and 1 + ret z + cal movetype_lure + ld a,(x) + cp d + ret c ;move left (already did) +lure_right: + inc d ;already moved left, so move right +moverightonce: + inc d ;twice (=+1) + ret + +movetype_slowlure: + ld a,(timer) + and 1 ;half the time + jr z,moverightonce ;dont move at all (compensate move left +ret) +movetype_lure: + ld a,104 + cp d + jr c,dothelurethingy + inc d ;x<106: full stop +dothelurethingy: + ld a,(y) + cp e + ret z ;don't move if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down + inc e + ret +lure_up: + dec e + ret + +movetype_smart: + inc hl ;hl =@ + ld a,(timer) + and %1111 ; | + ld a,(hl) ;&&& \|/ + jr nz,smartupdate + inc a +smartupdate: + ld (hl),a + + or a ;reset carry flag + dec hl ;reset hl to + and %11111100 + jr z,movetype_fast + +movetype_slow: + ld a,(timer) + and %1 + ret z +movetype_vslow: + ld a,(timer) + and %11 + ret z + inc d + ret +movetype_fast: + ld a,(timer) + and %1 + ret z +movetype_vfast: + dec d ;move left + ret nz ;finished + pop hl ;restore stack (no ret used) + jp remove_enemy ;remove this enemy (off screen) + +movetype_updown: + inc hl ;@ ld a,(hl) dec a jr nz,move_updated @@ -727,467 +1844,1171 @@ move_updated: ld (hl),a or a ;reset carry flag - sbc hl,bc + dec hl ;@ and %00100000 + ld a,(hl);&&&ld a,e ;load current y-position jr z,movedown -moveup: - ld a,(hl) ;load y-position - dec a ;decrease y-pos (=move up) +moveup: dec a ;decrease y-pos (=move up) ret m ;don't move off the screen (y<0) - ld (hl),a ;save new y-pos + dec e ;save new y-pos ret ;finish movedown: - ld a,(hl) ;load current y inc a ;increase y-pos cp 55 ;compare with bottom ret nc ;return if it has passed that line (>40) - ld (hl),a ;otherwise save new position + inc e ;otherwise save new position ret ;and return -;--------------------------- check collision ---------------------------------- +;--------------------------- check collision -------------------------------- Enemies_hit: - ld a,(your_occ) - or a ;0 = you're normal - ret nz + ld hl,(x) ;e = X, d = Y + ld de,$0707 ;add 7 to both d and e + add hl,de + ld d,h + ld e,l ;e = X+7, d = Y+7 - ld de,(x) ;e = X, d = Y - ld hl,enemies + ld hl,enemies+1 ld b,nrenemies ;check all 20 enemies check_collision: - push hl + psh hl ld a,(hl) and %00000010 jr z,check_next ;2 or 3 = ok inc hl -collide_enemy: -; push hl -; push bc -; ld hl,enemy00 ;enemy 1 specs -; add a,a ;a=type*2 -; add a,a ;a=type*4 -; ld c,a ;c=type -; ld b,0 ;bc = 4 * enemy nr. -; add hl,bc ;hl = enemy specs -; ld a,(hl) ;load size byte -; pop bc -; pop hl -; ld c,a ;save size in c +collide_enemy: ;&&& include in Handle_enemy proc + cal find_sprite inc hl ld a,(hl) ;check x match - sub e ;enemy position minus yours + sub e ;enemy position minus yours minus 7 + jp p,check_next add a,6 + add a,(ix) ;enemy width jp m,check_next - cp 12 - jr nc,check_next inc hl ld a,(hl) ;check y match sub d ;same as with x-check + jp p,check_next add a,6 + add a,(ix+1) ;enemy height jp m,check_next - cp 12 - jr nc,check_next dec hl dec hl take_pickup: + psh hl ;we need hl + ld hl,2 ;increase score by 2 + cal scoreInc + pop hl ;we're done + ld a,(hl) ;load enemy type or a jr nz,collide ;enemy when <>0 - ld a,(your_armor) - inc a - ld (your_armor),a + psh hl + ld hl,your_pickup ;your pickups + ld a,(hl) ;current + inc a ;go to next + cp 6 ;pickups >=6 + jr c,not_maxpickup + ld a,1 ;yes: reset to pickup 1 +not_maxpickup: + ld (hl),a ;save new + cal disp_icons ;display altered pickupicons + pop hl dec hl ;to enemy occ xor a ;set to 0 = gone ld (hl),a ;remove jr check_next ;all done, next.. +destroy_enemy: + ld (hl),%01 ;set to explode + inc hl + ld (hl),0 ;explosionFrame 0 + jr collide_done + collide: - xor a - ld (hl),a ;explosionFrame 0 dec hl - inc a - ld (hl),a ;set to explode - call damage_you ;auch! + ld a,(hl) + and %11111100 + jr z,destroy_enemy + ld a,(hl) + sub collidedamage + ld (hl),a +collide_done: + ld b,collidedamage ;damage + cal damage_you check_next: pop hl + ld a,b ;psh bc + ld bc,enemysize + add hl,bc + ld b,a ;pop bc + dnz check_collision + ret + +;--------------------------- story ------------------------------------------ + +storyPage: + psh hl + cal _clrLCD + pop hl +storyLine: inc hl + ld e,(hl) inc hl + ld d,(hl) + ld (_penCol),de inc hl + cal _vputs + + ld a,(hl) + dec a + jr z,storyLine + + psh hl + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen + ldir + cal _clrLCD + pop hl + inc hl - djnz check_collision + ld a,(hl) + inc hl + ld b,(hl) + psh hl + cal DoSFX + cal _getkey + pop hl + ret + +dostory: + cal storyPage ;do some story + inc hl ;look at next hl + ld a,(hl) ;load in a + dec hl ;restory hl + inc a ;set z-flag if a = $ff + jr nz,dostory ;otherwise loop + + ld bc,2+1 ;story ends + add hl,bc ;set hl to beginning of the level + ld (levelp),hl ;set the level-pointer + ret ;and return + +;--------------------------- SFX -------------------------------------------- + +DoSFX: ;in:a=beginLine;b=nrOfLines + ld (curline),a +SFXframe: + psh bc + + ld a,0 ;get line number +curline =$-1 + inc a ;go to the next line + ld (curline),a ;update + + ld l,a + ld h,0 ;hl=a + add hl,hl + add hl,hl + add hl,hl + add hl,hl ;*16 (a pixels down=a*16) + + ld b,h ;save hl for later + ld c,l + + ld de,VIDEO_MEM ;where to put sfx + add hl,de ;go to ymin + ex de,hl ;put into de again + + ld hl,dispbuffer + add hl,bc ;hl->logo + + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) + +; ld c,a ;c=a=(curline) +; ld a,64 +; sub c ;lines from bottom + +SFXdisp: ;display this frame on screen + ld bc,16 ;one line (=16 bytes, you'd know by now) + ldir ;display (copy actually) + ld bc,-16 ;go up one line (not on screen) + add hl,bc ;so the same line will be displayed + dec a ;counter + jr nz,SFXdisp ;repeat until whole screen is displayed + + ld b,8 +SFXdelay: + halt ;delay + dnz SFXdelay ;8x + + pop bc ;counter + dnz SFXframe + ret + +;--------------------------- show icon -------------------------------------- + +drawline: + ld (hl),a ;draw one piece of the divider-line + inc hl ;move right (8 pixels = 1 byte) + dnz drawline ;repeat (16bytes * 8pixels =128= screen width) + ret + +disp_icons: + psh bc \ psh de \ psh hl \ psh ix ;&&& + + ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom + ld (PutWhere),hl ;place icons at bottom of normal screen + ld b,16 ;draw 16x (screen width) + ld a,%11111111 ;horizontal line mask + cal drawline ;draw divider-line + + ld b,16*7 ;draw 16x (screen width) 7x (height) + xor a ;blank line mask + cal drawline ;clear scorebar + +disp_lives: + ld de,5 ;(0,5) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: + + ld ix,spr_icon01 ;armorIcon + ld de,$1901 ;icon #1 + cal putwidesprite ;display icon + cal disp_armor ;display bar + + ld ix,spr_icon00 + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;(your_weapon) + jr nc,no_tail ;if laser (nc) then tail ain't fired + ld a,(your_tail) + or a + jr z,no_tail + ld ix,spr_icon02 ;tailbeamIcon +no_tail: + ld de,$2901 ;icon #2 + cal putwidesprite ;display + + ld ix,spr_icon00 + pop af ;a=(your_weapon); cf=bullets + psh af + jr nc,no_bullets ;=laser + ld hl,$3945 ;position to display bullet-type digit + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) + ld (_penCol),hl ;set location + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon + + ld ix,spr_icon00 ;emptyIcon + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char + ld ix,spr_icon04 ;laserIcon +no_laser: + ld de,$4901 ;icon #4 + cal putwidesprite + + ld ix,spr_icon00 ;emptyIcon + ld a,(your_multiples) + and %11 + jr z,no_multiples + ld ix,spr_icon05 +no_multiples: + ld de,$5901 ;icon #5 + cal putwidesprite + + ld ix,spr_dividerline + ld de,$6901 + cal putwidesprite + + ld a,(your_pickup) ;pickups taken + add a,a ;picks*2 (sets z-flag) + jr z,iconsdone ;return if no pickups + add a,a ;picks*4 + add a,a ;picks*8 + add a,a ;picks*$10 + add a,$09 ;add 0ah + ld d,a ;y-pos = picks * $10 + $0a (19,29,39,49,59) + ld e,$01 ;x-pos = bottom (1a01,2a01,3a01,4a01,5a01) + + ld ix,spr_icon + cal putwidesprite +iconsdone: + ld hl,dispbuffer ;normal game-screen + ld (PutWhere),hl ;set sprite-position to normal screen + + pop ix \ pop hl \ pop de \ pop bc + ret + +disp_armor: + ld de,16 ;line size + ld hl,(57*16)+VIDEO_MEM+3 + ld b,3 +armorbarclr: + dec hl + ld (hl),0 + add hl,de + ld (hl),0 + sbc hl,de + dnz armorbarclr + + ld a,(your_armor) ;load your armor (<25) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,noarmorbar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +armorbar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again + inc hl ;next position + dnz armorbar ;loop it b times + +noarmorbar: + ld a,c ;pop a + and %111 ;display last bits of armor + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +armorbarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) +armorbarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + add hl,de + ld (hl),a ;and just below + ret + +disp_charge: + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr + + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret + +;--------------------------- proc ------------------------------------------- + +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321*",0,$D0 ;F5..more + +save_hi: + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + + xor a + ld hl,4+storehi_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storehi_start + cal _SET_ABS_SRC_ADDR + ld hl,storehi_end-storehi_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir ;save done (cal \ ret) + jp _RAM_PAGE_1 + +save_lvl: + ld hl,_asapvar ;find own variable + rst 20h ;cal _ABS_MOV10TOOP1 + rst 10h ;cal _FINDSYM + + xor a + ld hl,4+storesave_start-_asm_exec_ram + add hl,de ;hl=pointer to data in original prog + adc a,b + cal _SET_ABS_DEST_ADDR + xor a + ld hl,storesave_start + cal _SET_ABS_SRC_ADDR + ld hl,storesave_end-storesave_start + cal _SET_MM_NUM_BYTES + cal _mm_ldir ;save done (cal \ ret) + jp _RAM_PAGE_1 + +game_over: ;stack=+0 + cal BLACKLCD ;clear screen ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover - call _puts ;display "GAME OVER" + cal _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released + + ld hl,$0007 + ld (_curRow),hl + + ld de,(your_score) + ld hl,(hiscore) + cal CP_HL_DE + jr nc,no_hiscore + ld (hiscore),de + +ask_hiname: + ld ix,hiname + ld a,9 + ld (hiscorepos),a +enter_name_loop: + ld a,'_' + cal _putc + ld hl,_curCol + dec (hl) +nokeypressed: + halt \ halt + cal GET_KEY + or a + jr z,nokeypressed + + cp K_DEL + jr z,backup + cp K_ENTER + jr z,nomore + cp K_EXIT + jr z,nomore + + ld hl,hiscorepos + ld b,(hl) + dec b + jr z,nokeypressed + ld (hl),b + + ld hl,chartable + ld e,a + ld d,0 + add hl,de + ld a,(hl) + or a + jr z,nokeypressed + + ld (ix),a + cal _putc + inc ix + cal releasekeys + jr enter_name_loop - ld hl,lives - dec (hl) ;decrease lives +backup: + ld hl,hiscorepos + ld a,(hl) + cp 9 + jr nc,nokeypressed + inc (hl) - ld b,$20 -wait2: halt \ halt - djnz wait2 ;delay - call _getkey ;wait for keypress + dec ix + ld (ix),' ' + ld a,32 + cal _putc + ld hl,_curCol + dec (hl) + dec (hl) + jr enter_name_loop + +nomore: + ld a,' ' + cal _putc + ld (ix),0 + cal save_hi + jr hiscoredone + +no_hiscore: + ld hl,hiname + cal _puts + +hiscoredone: + xor a ;clear a (Ahl will be displayed) + ld hl,$1006 ;bottom-1 right + ld (_curRow),hl ;set + ld hl,(your_score) ;your score + cal _dispahl ;display it (a=0) + + ld hl,$314b ;bottom-1 right before score ^^ + ld (_penCol),hl ;set + ld hl,txt_score ;"Score" + cal _vputs ;display (small) + + ld hl,$1007 ;bottom right + ld (_curRow),hl ;set + ld hl,(hiscore) ;hi-score + cal _dispahl ;display + ld hl,$3946 ;bottom right before hiscore ^^ + ld (_penCol),hl ;set + ld hl,txt_hiscore ;"Hiscore" + cal _vputs ;display (small) + res 3,(iy+5) + + ld b,16 + ld de,16 + ld hl,VIDEO_MEM+(49*16)-1 +restore_line: + set 1,(hl) + add hl,de + dnz restore_line -;--------------------------- new game ----------------------------------------- + cal _getkey ;wait for keypress + jp quit ;restore some things and return to TI-OS/shell -New_level: - xor a ;a=0 - ld a,3 - ld (your_armor),a ;no armor - xor a - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld (hl),24 ;...=24=middle - ld (level),a ;reset level nr - ld (score),a ;reset score - ld hl,level01-3 ;set level pointer to level#1 +invship: ;procedure used in New_game + psh af + inc b + ld de,$C0 + ld hl,VIDEO_MEM+$30-$C0;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,$B0 ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af + ret + +New_game: ;stack must be +1 (so change the jp in cal :) + cal _clrLCD + ld hl,VIDEO_MEM + ld (PutWhere),hl ;will be reset after displaying iconbar + ld ix,spr_ship01 ;first ship: sprite + ld de,$0105 ;position + ld b,4 ;number of ships to display +dispshipsloop: + psh bc ;counter + psh de ;position + cal putwidesprite ;display + pop de + ld bc,spr_ship01i-spr_ship01+2 + add ix,bc ;go to next ship + ld a,12 ;below the previous one + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop + + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +selectshiploop: + halt + cal GET_KEY + or a + jr z,selectshiploop + pop bc + psh bc + cal invship + pop bc + cp K_SECOND + jr z,startthenewgame + cp K_ENTER + jr z,startthenewgame + cp K_DOWN + jr nz,selnotdown + inc b +selnotdown: + cp K_UP + jr nz,selnotup + dec b +selnotup: + ld a,b + and %11 + ld b,a + jr selectship + +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + inc b ;your ship #0-3++ +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl + xor a ;ld a,0 + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (your_tail),a ;no tail beam + ld (your_weapon),a ;no laser + ld (your_pickup),a ;reset pickups + ld (your_multiples),a ;no multiples + inc a ;ld a,1 + ld (level),a ;reset level nr (#1) + ld hl,level00 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer + ld a,4 + ld (your_lives),a ;3 lives (4 will be decreased @ You_die) + ld (pickuptimer),a ;next pickup after 4 enemies destroyed + +You_die: ;stack must be +1 + pop hl ;restore stack + ld a,12 + ld (your_armor),a ;12 HPs/shields + ld a,(your_lives) ;load lives left + dec a ;decrease lives + ld (your_lives),a ;if lives=0ffh GO + inc a ;if -1 then zf set now + jp z,game_over ;and game's over + jr samelevel + +;--------------------------- next level ------------------------------------- + +Next_level: ;stack must be +1 + pop hl -;--------------------------- next level --------------------------------------- + cal inc_armor ;increase armor + ld hl,level ;level number + ld a,(hl) + inc a + ld (hl),a + + add a,a + add a,a + ld h,0 ;increase score.... + ld l,a ;by level number * 4 + ld bc,20 + add hl,bc ;plus 20 + cal scoreInc ;update score + + ld hl,(levelp) ;level pointer + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,1+7+32+3 + add hl,bc ;update to point to next level + ld (levelp),hl ;save + +samelevel: + ld hl,(your_ship) + ld (your_shipspr),hl -Next_level: - ld hl,level - inc (hl) ;increase level nr. ld a,80 ld (nextevent),a ;time to first enemy appearance ld hl,(levelp) ;level pointer - inc hl - inc hl - inc hl ;update to point to next level - ld (levelp),hl ;save + xor a + cp (hl) + cal z,dostory - ld a,(hl) ;load new level-enemy type - ld (eventenemy),a ;set level-enemy + ld a,(hl) ;number of (different) enemies in this level inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table ld a,(hl) ;load new appearance-time - ld (eventtime),a ;set + ld (eventtime),a + inc hl + ld a,(hl) + ld (eventtime+1),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left + inc hl + ld a,(hl) + ld (level_info),a ; + inc hl + ld a,(hl) ;movement of enemies in this level + ld (level_move),a ;do it + + inc hl + ld de,spacespace + ld c,17+17+2 ;b=0 + ldir + + ld ix,starx1 + ld b,nrstars1 + cal placestars + ld ix,starx2 + ld b,nrstars2 + cal placestars xor a ld (timer),a ;reset time ld hl,your_occ ;hl = your_occ ld (hl),a ;reset your ship (not exploding) inc hl ;hl = your_inv - ld (hl),50 ;set 50 frames invulnerable + ld (hl),25 ;set 25*4=100 frames invulnerable + ld de,$1800 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) -;--------------------------- setup game --------------------------------------- + cal loadweapon ;load (your_weapon) -game_setup: - call _clrLCD ;clear screen - ld a,%10111011 - ld hl,VIDEO_MEM ;screen location (top left) - ld b,0 ;b = 0 (loop 0-1 = 0FFh = 256 times) -clearloop2: - inc a - ld (hl),a ;clear four times (total = 256*4 = 1024 bytes) - inc hl - ld (hl),a - inc hl - xor $ff - ld (hl),a - inc hl - ld (hl),a - inc hl - xor $ff - djnz clearloop2 ;repeat 256x + ld hl,enemies ;remove all enemies and bullets + ld (hl),0 ;clear first byte + ld de,enemies+1 ;copy this to the next byte + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 + ldir ;clear enemies + bullets (y/e) - ld hl,$0703 - ld (_curRow),hl ;center +;--------------------------- setup game ------------------------------------- + +game_setup: + cal BLACKLCD ;white on black ld hl,txt_level - call _puts ;display "LEVEL " + ld de,$0703 + ld (_curRow),de ;center + cal _puts ;display "LEVEL " - ld a,(level) + ld a,(level) ;current level ld l,a - ld h,$00 - - call UNPACK_HL - add a,'0' - ld b,a - call UNPACK_HL - add a,'0' - call _putc ;display second digit + ld h,0 ;in hl + cal UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + cal UNPACK_HL ;second digit + add a,'0' ;0-9 + cal _putc ;display second digit ld a,b - call _putmap ;display first digit + cal _putmap ;display first digit - ld hl,$0904 - ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... - ld a,(lives) ;lives left - add a,'0' ;make value - ld (txt_lives+3),a ;add to text - call _puts ;display the string - - ld b,$20 -wait: halt \ halt - djnz wait ;delay - call _getkey ;wait for keypress - - ld ix,spr_icon00 ;empty icon - ld de,$1a01 ;icon #1 - call putwidesprite ;display - ld ix,spr_icon00 ;emptyIcon - ld de,$2a01 ;icon #2 - call putwidesprite -; ld ix,spr_icon02 ;emptyIcon -; ld de,$3a01 ;icon #3 -; call putwidesprite - ld ix,spr_icon00 ;emptyIcon - ld de,$4a01 ;icon #4 - call putwidesprite - ld ix,spr_icon00 ;emptyIcon - ld de,$5a01 ;icon #5 - call putwidesprite - - ld ix,spr_icon02 ;armorIcon - ld de,$3a01 ;bottom mid - call putwidesprite ;display - - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM+(56*16);to screen (top left) - ld a,8 ;display height = 64 bytes (minus 8 for bar) -displayloop3: - ld bc,16 ;display width = 16 bytes (16*8bits=256pixels) - ldir ;16x de >> hl - dec a ;next line - jr nz,displayloop3 ;loop 8x - - ld hl,$3900 ;display Lives - ld (_penCol),hl ;bottom left - ld hl,savestr+2 - ld (hl),'L' - inc hl - ld (hl),'x' - inc hl + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + cal _puts + ld a,(your_lives) ;lives left + add a,'0' ;make value 0='0' + cal _putc + + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + cal _vputs + + res 3,(iy+5) ;set white on black + cal _getkey ;wait for keypress + cp kF1 + cal z,save_lvl + + cal _clrLCD ;clear screen + cal disp_icons ;display bottom icons +ret + jp game_main_loop + +placestars: + cal RandomY ;a = random y-pos 1..bottom + ld a,b ;a = b = star nr. = 1..7 + add a,a ;a = 2b = 2..14 + ld d,0 + ld e,a ;de = a = 2-14 + or a + sbc hl,de ;substract from random y => random pos anywhere - ld a,(lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - call _vputs ;display on screen + ld (ix),l ;save x-pos (l) + ld (ix+1),h ;save y-pos (h) + inc ix \ inc ix ;next star + dnz placestars ;repeat for all stars + ret - ld hl,VIDEO_MEM+(16*56);56 rows down = eight rows from bottom - ld b,16 ;draw 16x (screen width) -drawline: - ld a,%11111111 ;horizontal line mask - ld (hl),a ;draw one piece of the divider-line - inc hl ;move right (8 pixels = 1 byte) - djnz drawline ;repeat (16bytes * 8pixels =128= screen width) - ret +loadweapon: + ld a,(your_weapon) + add a,a ;weap*2 + add a,a ; *4 + add a,a ; *8 + ld c,a + ld b,0 + ld hl,weapondata + add hl,bc + ld a,(hl) + ld (weapdamage),a ;damage of bullets + inc hl + ld a,(hl) + ld (weapdaminc),a ;damage increase + ret -;--------------------------- putsprite ---------------------------------------- -;--------------------------- de =(X,Y) ---------------------------------------- +;---------------------------------------------------------------------------- +;--------------------------- putsprite -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? -offsets_table: - .db 128,64,32,%10000,%01000,%00100,%00010,%00001 putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask - - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask or (hl) - ld (hl),a - ld a,e -_noplot:rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge: - djnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz _oloop - ret - -;--------------------------- putbigsprite ------------------------------------- + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret + +;--------------------------- putbigsprite ----------------------------------- putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - - ld hl,GRAPH_MEM - - ld a,e - add a,a - add a,a - add a,a - - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,n1 - inc b -n1: ld c,a - add hl,bc - - ld d,(ix) - ld b,(ix+1) -woloop: push bc ;Save # of rows - push hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -wsmc1: ld a,1 ;Load pixel mask -wiloop: sla c ;Test leftmost pixel - jr nc,wnoplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -wnoplot: - rrca - jr nc,wnotedge ;Test if edge of byte reached - inc hl ;Go to next byte -wnotedge: -wsmc2: cp 1 - jr z,wover_1 - - djnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - djnz woloop - ret -wover_1: - ld c,(ix+2) - inc ix - djnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc - pop bc - djnz woloop +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite + + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + inc ix ;no x-size to load + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + ld c,b + jr _putsprite + +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de ret -;------------------------------------------------------------------------------ -;------------------------------- sprites -------------------------------------- -;------------------------------------------------------------------------------ +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de -spr_ship: - .db 9,1 ;ship icon - .db %11100000 ; ███ - .db %01111000 ; ████ - .db %00111110 ; █████ - .db %01111001 ; ████ █ - .db %01111001 ; ████ █ - .db %01111001 ; ████ █ - .db %00111110 ; █████ - .db %01111000 ; ████ - .db %11100000 ; ███ +findpixel: + ld a,e ;a=e=Y + add a,a + add a,a ;add a,a is 7 cycles faster than add hl,hl + ld h,0 ;switch to hl now (Y<64) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ld de,dispbuffer ;screen base position (where x+y=0) +PutWhere =$-2 + add hl,de + ret + +;---------------------------------------------------------------------------- +;------------------------------- sprites ------------------------------------ +;---------------------------------------------------------------------------- spr_ship01: .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ; ███ - .db %11111100 ; ██████ - .db %11110010 ; ████ █ - .db %11111100 ; ██████ - .db %11100000 ; ███ - .db %01111000 ; ████ + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ spr_ship01i: - .db 7,7 ;ship alpha class - .db %01010000 ; █ █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %10100010 ; █ █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01010000 ; █ █ + .db 8,7 + .db %11000010 ;██ █ + .db %11110001 ;████ █ + .db %01111111 ; ███████ + .db %11101001 ;███ █ █ + .db %01111111 ; ███████ + .db %11110001 ;████ █ + .db %11000010 ;██ █ spr_ship02: .db 7,7 ;ship beta class + .db %11100000 ;███ + .db %11111000 ;█████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11111000 ;█████ + .db %11100000 ;███ +spr_ship02i: + .db 8,7 + .db %11100010 ;███ █ + .db %11111001 ;█████ █ + .db %01111101 ; █████ █ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11111001 ;█████ █ + .db %11100010 ;███ █ + +spr_ship03: + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship04: + .db 7,7 ;ship delta class .db %11000000 ; ██ .db %11110000 ; ████ - .db %01111100 ; █████ - .db %01110010 ; ███ █ - .db %01111100 ; █████ + .db %11111100 ; ██████ + .db %01100010 ; ██ █ + .db %11111100 ; ██████ .db %11110000 ; ████ .db %11000000 ; ██ +spr_ship04i: + .db 8,7 + .db %11000010 ; ██ █ + .db %11110001 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110001 ; ████ █ + .db %11000010 ; ██ █ + +spr_multiple: + .db 6,5 ;multiples + .db %01111000 ; ████ + .db %11001100 ; ██ ██ + .db %10000100 ; █ █ + .db %11001100 ; ██ ██ + .db %01111000 ; ████ -spr_bullet01: - .db 5,3 ;your bullets - .db %00110000 ; ░▒▓█▒ - .db %11111000 ; ░▒▓████▒ - .db %00110000 ; ░▒▓█▒ -spr_bullet02: - .db 5,3 - .db %11110000 ; ░▒▓███▒ - .db %11111000 ; ░▒▓████▒ - .db %11110000 ; ░▒▓███▒ - -spr_bullet11: - .db 3,3 ;enemy bullets - .db %01000000 ; ▒▓▒░ - .db %11100000 ; ▒██▓▒░ - .db %01000000 ; ▒▓▒░ - -;---------------------------------------- explosion ------------------------------------------- +;-------------------------------- explosions -------------------------------- -spr_explosion: +spr_explosion: .db 8,6 ;1 .db %00000000 .db %00011100 ; ███ @@ -1252,203 +3073,919 @@ spr_explosion: .db %00000010 ; █▒ .db %00100100 ; █▒ █ -;--------------------------------------- bar ----------------------------------- +spr_yexplosion: + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 -spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ -spr_icon01: - .db 16,7 ;invulnerable....:.......: - .db %10000000,%01010100 ; █ O O O - .db %10011110,%00101010 ; █ OOOO O O O - .db %10111000,%00010101 ; █ OOO O O O - .db %10111111,%10101010 ; █ OOOOOOO O O O - .db %10111111,%00010101 ; █ OOOOOOO O O O - .db %10111000,%00101010 ; █ OOO O O O - .db %10011110,%01010100 ; █ OOOO O O O -spr_icon02: - .db 16,7 ;armor ; .......:.......: - .db %10001111,%10000000 ; █ █████ - .db %10010000,%01000100 ; █ █ █ XXX - .db %10101110,%00101010 ; █ █ ███ █ XXX - .db %10100111,%10101010 ; █ █ ████ █ XXX - .db %10101110,%00101010 ; █ █ ███ █ XXX - .db %10010000,%01000100 ; █ █ █ XXX - .db %10001111,%10000000 ; █ █████ - -;---------------------------- texts ------------------------------------------- - -txt_about: .db "v0.8.93 ","by Shiar " - .db "(ICQ#43840958)",0 -txt_1player: .db "1 PLAYER",0 -txt_2players: .db "2 PLAYERS",0 -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 -txt_lives: .db "Lx0?",0 - -;---------------------------- save data --------------------------------------- - -stored_data_start: - -timer .db $00 ;frame counter -level .db $00 ;level number -levelp .dw level01 ;pointer to level data - -eventenemy .db $02 ;enemy type -eventtime .db $15 ;enemy frequency -eventleft .db $00 ;nr. of enemies still to come -nextevent .db $50 ;time to next event - -score .dw $0000 - -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $50 ;invincibility left -your_armor .db $13 ;HP left -lives .db $03 ; -x .db $16 ;x-pos -y .db $46 ;think about it.. -hp .db $00 ;hitpoints left - -ybullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) -ebullets .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ;10 x (state,x,y) - -nrenemies = 10 -enemies .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - -enemiesxtra .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 - .dw $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 -add2enemy = 40 - -; %111111 (HP left) 11 (00=no enemy 01=exploding 10=normal 11=moving) -; %11111111 (ship type or explosion frame) %11111111 (x) %11111111 (y) - -;---------------------------- enemy data -------------------------------------- - -sprites: - .db $00 - .db spr_enemy01-spr_enemy00 - .db spr_enemy02-spr_enemy00 - .db spr_enemy03-spr_enemy00 - .db spr_enemy04-spr_enemy00 - .db spr_enemy05-spr_enemy00 - .db spr_enemy06-spr_enemy00 - .db spr_enemy07-spr_enemy00 + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 -spr_enemy00: - .db 6,5 ;pickup - .db %11111100 ; ██████ - .db %10010100 ; █ █ █ - .db %11111100 ; ██████ - .db %10010100 ; █ █ █ - .db %11111100 ; ██████ -spr_enemy01: - .db 6,6 ;enemy type one + .db 8,6 ;3 .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + +;--------------------------------- bullets ---------------------------------- + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 3,2 + .db %11100000 ;▒███ + .db %11100000 ;▒███ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ .db %11110000 ; ████ .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 8,6 ;enemy type two - .db %00111111 ; █████ - .db %01111000 ; ████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111000 ; ████ - .db %00111111 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy04: - .db 6,6 ;enemy type four - .db %00111000 ; ███ - .db %01111100 ; █████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %01111100 ; █████ - .db %00111000 ; ███ -spr_enemy05: - .db 7,6 ;enemy type four - .db %00011110 ; ████ - .db %01111110 ; ██████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111110 ; ██████ - .db %00011110 ; ████ -spr_enemy06: - .db 7,6 ;enemy type four - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ -spr_enemy07: - .db 8,6 ;enemy type four - .db %00011110 ; ████ - .db %01111111 ; ███████ -enemy00:.db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ - - ;enemyInfo: %000000:HP %10:occ $00:type $00:app $00:unused -enemy01: ;#1 HP:1 app:random - .db %00000010,1,1,0 -enemy02: ;#2 HP:1 app:halflure - .db %00000010,2,3,0 -enemy03: ;#3 HP:1 app:random moving - .db %00000011,3,1,0 -enemy04: ;#4 HP:2 app:lure - .db %00000110,4,2,0 -enemy05: ;#5 HP:2 app:random moving - .db %00000111,5,1,0 -enemy06: ;#6 HP:2 app:lure moving - .db %00000111,6,2,0 -enemy07: ;#7 HP:4 app:halflure moving - .db %00001111,7,3,0 - -;----------------------------- level info ------------------------------------- - -level01: - .db $01,$1b,$2f ;enemy nr ; enemy frequency ; next lvl -level02: ;frequency must be odd if halfluring! - .db $02,$11,$4b -level03: - .db $03,$1d,$3f -level04: - .db $04,$0d,$4f -level05: - .db $05,$2d,$3d -level06: - .db $06,$2b,$39 + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + .db (spr_bullet13-spr_bullet01) ;52 + .db (spr_bullet13-spr_bullet01) ;56 + .db (spr_bullet13-spr_bullet01) ;60 + +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down + +maxnrweapons = 8+1 +weapondata: + .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire + .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single + .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 +maxweapon = 8 + .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser + .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser + .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser +maxlaser = 11 + +collidedamage = 4 + +;------------------------------------ bar ----------------------------------- + +spr_lship: + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ + .db %01111000 ; ████ + .db %11100000 ;███ +lshipsize = 5 ;space between two ship icons + +spr_icon: + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 +spr_icon00: + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 +spr_icon01: + .db 16,7 ;armor ;.......:.......: + .db %10000111 ;█ ███████ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10110000 ;█ ██ ████ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10000111 ;█ ███████ ▒ + .db 7 + .db %11110000 + .db %00001100 + .db %11000110 + .db %11100110 + .db %11000110 + .db %00001100 + .db %11110000 +spr_icon02: + .db 16,7 ;tailbeam.......:.......: + .db %10000000 ;█ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000001 ;█ ███ ▒ + .db %10111011 ;█ ███ ██████ ██▒ + .db %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 7 + .db %00000000 + .db %00000000 + .db %11000000 + .db %11110011 + .db %11000000 + .db %00000000 + .db %00000000 +spr_icon02b: + .db 16,7 ;torpedo .......:.......: + .db %10111000 ;█ ███ █ █ █▒ + .db %10011100 ;█ ███ █ █ █▒ + .db %10111000 ;█ ███ █ █ █ ▒ + .db %10000000 ;█ ███ █ █ ▒ + .db %11100001 ;███ ████ █ █▒ + .db %10011000 ;█ ██ ████ █ █▒ + .db %11100110 ;███ ██ ██ █ ▒ + .db 7 + .db %00010101 + .db %00010101 + .db %01001010 + .db %11101010 + .db %11100101 + .db %11110101 + .db %00110010 +spr_icon03: + .db 16,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 +spr_icon04: + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 7 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 + .db %00000000 + .db %00000000 + .db %00000000 +spr_icon05: + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 7 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 + .db %00000000 +spr_dividerline: + .db 8,7 + .db 128,128,128,128,128,128,128 ;128 = %10000000 + +;---------------------------- texts ----------------------------------------- + +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.98.77 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 +txt_menu1: .db "NEW GAME",0 +txt_menu2: .db "CONTINUE",0 + +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 + +txt_gameover: .db "GAME OVER!",0 ;game over screen +txt_score: .db "Score",0 +txt_hiscore: .db "Hiscore",0 + +txt_pressenter: .db "Enter to continue",0 ;pause +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 + +;---------------------------- save data ------------------------------------- + +storehi_start: +hiscore .dw 0 ;default hiscore +hiname .db "shiar.98",0 ; " " name +storehi_end: + +storesave_start: ;--SAVED GAME-- defs: +level .db 1 ;level number 1 +levelp .dw level01 ;pointer to level data l01 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_ship .dw spr_ship01 ;your sprite sprs1 +your_score .dw 0 ;current score 0 +your_pickup .db 0 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_inv .db 0 ;invincibility left 0 +your_armor .db 12 ;HP left 12 +your_lives .db 3 ;lives left 3 +your_weapon .db 0 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_tail .db 0 ;tail beam present 0 +storesave_end: + +time2invert: .db 0 ;time until b<>w switch (0 at startup) + +;------------------------------ levels data --------------------------------- + +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] +; [level_move] [tunnel size] [groundtype] +; [16_ground] [16_ceiling] [stars1] [stars2] +;efrequency must be odd if halfluring! + +level00: + .db 0 ;story identifier + .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 + .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06 + .db $09,$19,"STORYLINE COMING SOON" ,0,1 + .db $2e,$21,"**** NEMESIS 86" ,0,1 + .db $52,$36,"by Shiar" ,0,0,$19,$23 + .db $ff ;story end + + .db 20 ;boss for level01 +level01: ;intro-like, just a few enemies to begin with + .db 2,6,8 + .db 26,70,20,%00010000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 21 +level02: ;first wave of enemies; easeey + .db 3,6,7,8 + .db 20,60,60,%00100000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 22 +level03: ;some more enemies + .db 4,7,8,9,10 + .db 17,40,75,%00110000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0,0 ;storyline ID + .db 1,1,"Long-Range scanners are ", + .db "showing",0,1 + .db 1,8,"lots of enemy vessels on ", + .db "an intercept",0,1 + .db 1,15,"course.",0,1 + .db 1,24,"I'm changing course to a", + .db " nearby ",0,1 + .db 1,31,"asteroid belt and try to",0,1 + .db 1,38,"lose them inthere.",0,0 + .db 1,38+5,$FF + + .db 23 +level04: ;light asteroid belt + .db 3,1,2,4 + .db 12,24,80,%00111000 + .db 2,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 24 +level05: ;inside asteroid belt + .db 5,1,2,3,4,5 + .db 6,10,180,%01011000 + .db 2,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 25 +level02a: + .db 3,4,5,6 + .db 30,1,40,%01000000 + .db 0,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0 + + .db 0 + .db $01,01,"And the storyline conti", + .db "nues.....",0,1 + .db $01,09,"You decide to fly close", + .db " to the",0,1 + .db $01,15,"surface of a nearby pl", + .db "anet =)",0,0,1,20 + .db $FF + + .db 26 +level03b: + .db 1,$02 + .db $13,40,$4b,%00100100,0,-5,1 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0 + + .db 0 + .db $01,01,"Blablabla...",0,1 + .db $01,34,"this storyline sux",0,0,1,39 + .db $FF + + .db 27 +level03a: + .db 1,$03 + .db $2d,$3f,%00010110,0,-9,1 + .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 + .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 + .db -1,-1 ;=%11111111=line + + .db $07,$08 +level04b: + .db 1,$04 + .db $11,$41,%00100001,0,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + .db $07,$09 +level05a: + .db 1,$05 + .db $11,$45,%00100101,%10,-7,1 + .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 + .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + .db $07,$08 +level06c: + .db 1,$06 + .db $19,$3a,%00100111,0,-4,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db $07,$09 level07: - .db $07,$25,$f9 + .db 1,$07 + .db $09,$ff,%00100001,0,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + +;------------------------------ enemies ------------------------------------- + +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] +;appearances: 1=random; 2=lure; 3=halflure +;case movetype: +; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; +; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x +enemyspecs: +;1-5=asteroids + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0 + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0 +;6-10=basic enemies + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39 + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast +;11=jumping bug (up/down) + .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5 + + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19 +;20-22=first bosses + .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20 + .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21 + .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22 +;23-24=asteroid bosses + .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14 + .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12 +;25-26=big bosses + .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1 + .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2 -;----------------------------- logo ------------------------------------------- +spr_enemy00: + .db 16,8 ;pickup + .db %11111111 ; ████████████ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %10111111 ; █ ████████ █ + .db %10111111 ; █ ████████ █ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %11111111 ; ████████████ + .db 8 + .db %11110000 + .db %00010000 + .db %00010000 + .db %11010000 + .db %11010000 + .db %00010000 + .db %00010000 + .db %11110000 + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ + .db 0 +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ + .db 0 +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ + .db 0 +spr_enemyE5: + .db 6,6 ;speedy + .db %00011100 ; ███ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %11100000 ;███ + .db %01111000 ; ████ + .db %00011100 ; ███ + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00111111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00111111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00000111 ; ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00000111 ; ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01111100 ; █████ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01111100 ; █████ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ;██████ + .db %11111100 ;██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemyG5: + .db 6,6 ;G lost his head; large window ;) + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10111000 ;█ ███ + .db %10111000 ;█ ███ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 7,6 ;small G-type + .db %00011110 ; ████ + .db %01111000 ; ████ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01111000 ; ████ + .db %00011110 ; ████ + +spr_enemyS1: + .db 6,6 ;solid + .db %00111000 ; ███ + .db %01111100 ; █████ + .db %11111000 ; █████ + .db %11111000 ; █████ + .db %01111100 ; █████ + .db %00111000 ; ███ +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor + .db %00011110 ; ████ + .db %01111110 ; ██████ + .db %11111100 ; ██████ + .db %11111100 ; ██████ + .db %01111110 ; ██████ + .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ + .db 0 + +spr_boss0_1: + .db 16,10 ;boss type one..:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 + .db 0 +spr_boss0_2: + .db 16,10 ;boss type two..:.......: + .db %11111110 ;███████ + .db %00000011 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101100 + .db %01101100 + .db %10010110 + .db %11100001 + .db %10001111 +spr_boss0_3: + .db 16,11 ;bigasteroid one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 + .db 0 +spr_boss0_4: + .db 16,18 ;bigboss one : + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_boss0_5: + .db 16,15 ;bigboss two : + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 ;modelled after a Nemesis][MSX boss + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 + .db 0 + +;---------------------------------------------------------------------------- +;----------------------------- logo ------------------------------------------ +;---------------------------------------------------------------------------- logo_nemesis: -.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 -.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 -.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 -.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 @@ -1465,127 +4002,87 @@ logo_nemesis: .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010101 .db %00000000,%00000000,%00001111,%00011110,%11111111,%11110111,%10001111,%00011110,%11111111,%111101111,%11111111,%01111011,%11111111,%11000000,%00000001,%00010001 -;----------------------------- end -------------------------------------------- +;----------------------------- end ------------------------------------------ .end .end -;----------------------------- NEMESIS'86 by Shiar ---------------------------- - -;Game · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · NEMESIS -;Version · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.8.93 -;Latest modification · · · · · · · · · · · · · · · · · · · · · · · · · 3.IX.99 -;Calc · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · TI-86 only -;Size · · · · · · · · · · · · · · · · · · · · · · · · · · · 2417 bytes on calc - -;Author · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · SHIAR -;ICQ · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · #43840958 -;E-mail · · · · · · · · · · · · · · · · · · · · · · · · · · shiar0@hotmail.com -;Homepage · · · · · · · · · · · · · · · · · · coming soon (www.wish.net/~shiar) -;Notes: -; <*> This game is not yet finished (BETA) and there may still be some bugs. -; <*> Source will be released when the game has been finished. -; <*> Have fun, and have even more fun with the completed version of NEMESIS! +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- +;---------------------------------------------------------------------------- -;----------------------------- version history -------------------------------- - -;0.01.717 -- 17.VII.99 -- size 909 -; -; + used "Galaxian"-game engine (drawings, movement, enemy-routines) -; + movement of ship over 3/4 screen (96 pixels; 32 pixels for score) -; + enemies moving from right to left, appearing right at specified times -; -; 0.1.718 -- 18.VII.99 -- size 832 -; -; # no crash when level restarts for the third time -; * exit-procedure updated, unnecessary stuff/keychecks removed -; - alot of unused code removed -; + different types of enemies (just look different) -; + collision detection!! enemy ships disappear when you hit them -; -; 0.2.718 -- 18.VII.99 -- size 1078 -; -; + ability to fire bullets (F1). Enemies disappear on impact -; * enemies explode instead of disappearing -; -; 0.3.719 -- 19.VII.99 -- size 1326 -; -; * bullets appear correctly (not INSIDE your ship) -; + some enemies can take multiple hits (differs per class) -; + all enemies fire bullets at random -; + if you're hit by bullet/enemy, you'll lose one hitpoint -; -; 0.4.720 -- 20.VII.99 -- size 1406 +; 0.98.77 -- 7.VII.00 -- size 6707 ; -; # collision detection fixed and optimized (much faster now!) -; + shell-icon added (YAS type) -; * code optimizations, some data "compression" -; * explosion looks better, and some vars removed/smaller -; # enemies are removed when at left side (instead of becoming invisible) -; + displays level number before each level begins +; # bullets do damage in all levels +; * more armor at armor-upgrade and extra armor at end of a level +; - internal levels again (no need 4 external, safer/smaller) +; # some registers not correctly pushed/popped +; * several optimizations (init.procs some bytes smaller) +; # enemies hit with hitpoints left disappeared (one pop too much...) +; + bullets "charge up" (more damage) when not firing +; - removed contrast changes +; + more powerful bullets have different sprites (larger=more damage) +; # multiples appear at your position (begin level/just selected) +; # when invulnerable multiples acted weird +; # no more error at activation after APD off after running Nemesis +; # saves correctly if own name ain't "nemesis" + some bytes smaller +; # screen wasn't always entirely cleared after quit +; * waits until all keys have been released after death +; + different bullets sizes will miss if they're too small +; + at level start "press F1 to save"-text will be displayed +; * w3.shiar.org displayed at title screen, black bar behind version nr +; # score to 0 when exit pressed at main menu +; # no residual story-text in first frame of game +; # game doesn't continue again after death (stack messed up) +; # game over when lives<0 (didn't work in v0.96+) +; * using some self-modifiing code (so it's smaller) +; # new random procedure: stars don't appear on one line anymore +; * weapons appear centered at multiples +; * laser properties can be changed (damage, charge) +; + weapon can be combination of bullets/lasers (max. of 3 per weapon) +; * bullet-icon is removed when laser is selected +; * enemy sprite table integrated in enemy specs (-1 byte/enemy) +; + random enemy is chosen from any number of enemies per level +; * time to first enemy fire defined per enemy, not per level +; + CLIPPED sprites!! no more in/out popping enemies! wow... +; * bullets/enemies removed when _entirely_ off screen +; # enemies would sometimes be hit by bullets going right below them +; # size of the second bullet was too big (invisible hit) +; * the frequency an enemy fires bullets is defined per enemy +; + wide clipped sprites implemented (width 1-16 pixels) +; # bosses first move left until x=100, otherwise they'd be off-screen +; * at status bar left below ships are displayed for lives left +; * armor bar is two pixels high (better visible) +; # bullet overflow fixed again (>63 bullets fired) +; # correct weapon loaded when continuing a saved game +; # game freezed when generating a random value <=1 +; * you explode in a different way than the enemies +; + screen inverts for a brief time when you are hit! +; # stats-bar was messed up when ya got 0 lives left +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) ; -; 0.5.725 -- 25.VII.99 -- size 1703 -; -; * waits a sec at level display (in case of accidental keypress) -; * moving enemies (move up+down) -; # bullets removed correctly so they can be used again later -; * first level made -; # enemy weaponfire is fired from correct positions -; + your ship explodes on impact with ships/bullets -; * game over screen will be displayed just *after* your ship's gone -; + frame counter onscreen -; -; 0.6.820 -- 20.IIX.99 -- size 2077 -; -; * play field increased to full screen instead of 3/4 -; + bottom eight lines used for score (etc) display -; - no more solid levels, enemies are placed at random -; + enemies appear every x turns (depends on level) -; # fixed bullets so they don't disappear at 3/4 of the screen -; * A LOT of optimizations both in speed and size!! -; + enemy type, frequency, and number specified per level -; + bottom score bar displays score, lives and icons (to be used later) -; * smarter enemy handling (so enemies have different sizes) -; + bottom bar divided from playing field by a horizontal line -; + five levels (and five enemies) made -; # game vars reset at start and game over -; + NEMESIS LOGO displayed at startup!! (also, program grew 350bytes ): -; + version/credits string displayed below logo: v0.6.820 by shiar (ICQ#) -; -; 0.6.825 -- 25.IIX.99 -- size 2085 -; -; # pointer to fifth ship corrected (ships in level 5 weren't displayed) -; # calc doesn't crash anymore when game is continued after game over!! -; + lives are decreased when ship is destroyed -; # last eight pixels of divider line are shown correctly now -; -; 0.7.92 -- 02.IX .99 -- size 2303 -; -; + contrast is increased one level at startup (and restored on exit) -; + invulnerable for a sec when you enter the game (inv-pickup later) -; + when in invulnerable-mode, your ship look different! -; + at the beginning you get three *hitpoints* so you can be hit 3 times -; * bottomline icons are now 16 pixels wide and 7 pixels high! -; + hitpoint icon added: displays nr. of hps left next to a nice picture -; * maximum invulnerability-time is increased (can last upto 1024 frames) -; + when invulnerable-mode has nearly expired, your ship flashes! -; * again a lot of optimizations esp. in size ('bout 100 bytes) -; + pickups! 10% chance a destroyed enemy changes into an armor-pickup -; # code optimization caused some bullets to reappear as "fake" bullets -; * pickups can't be destroyed by bullets (they pass right through it) -; -; 0.8.93 -- 03.IX .99 -- size 2433 -; -; + enemies move individually, not all at the same time!! Looks very nice -; # titlescreen background is cleared (looked weird in Rascall and TI-OS) -; + enemies fire at a ### rate instead of firing at will (too random) -; # moving enemies don't move off the screen top/bottom (they wait there) -; + seven playable levels going easy to hard (including moving enemies) -; # xtraInfo data wasn't reset when a moving enemy entered the game -; * longer delay when level is completed (NextLevel screen came too soon) - -;To FIX: pickups fire bullets!?! - - -; + added - removed * changed # bug fixed +; + added - removed * changed # bug fixed \ No newline at end of file